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engines/pegasus/ai/ai_condition.h
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286
engines/pegasus/ai/ai_condition.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PEGASUS_AI_AICONDITION_H
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#define PEGASUS_AI_AICONDITION_H
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#include "pegasus/timers.h"
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namespace Common {
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class ReadStream;
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class WriteStream;
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}
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namespace Pegasus {
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/////////////////////////////////////////////
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//
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// AICondition
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class AICondition {
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public:
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AICondition() {}
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virtual ~AICondition() {}
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virtual bool fireCondition() = 0;
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// Only need these for conditions that are dynamic, like timer conditions...
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// other conditions, like item related conditions, which don't change during
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// the run of an environment, are completely initted when the environment
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// is created.
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virtual void writeAICondition(Common::WriteStream *) {}
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virtual void readAICondition(Common::ReadStream *) {}
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};
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/////////////////////////////////////////////
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//
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// AIOneChildCondition
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class AIOneChildCondition : public AICondition {
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public:
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AIOneChildCondition(AICondition *);
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~AIOneChildCondition() override;
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void writeAICondition(Common::WriteStream *) override;
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void readAICondition(Common::ReadStream *) override;
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protected:
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AICondition *_child;
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};
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/////////////////////////////////////////////
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//
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// AITwoChildrenCondition
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class AITwoChildrenCondition : public AICondition {
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public:
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AITwoChildrenCondition(AICondition *, AICondition *);
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~AITwoChildrenCondition() override;
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void writeAICondition(Common::WriteStream *) override;
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void readAICondition(Common::ReadStream *) override;
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protected:
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AICondition *_leftChild, *_rightChild;
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};
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/////////////////////////////////////////////
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//
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// AINotCondition
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class AINotCondition : public AIOneChildCondition {
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public:
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AINotCondition(AICondition *);
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bool fireCondition() override;
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};
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/////////////////////////////////////////////
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//
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// AIAndCondition
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class AIAndCondition : public AITwoChildrenCondition {
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public:
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AIAndCondition(AICondition *, AICondition *);
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bool fireCondition() override;
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};
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/////////////////////////////////////////////
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//
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// AIOrCondition
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class AIOrCondition : public AITwoChildrenCondition {
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public:
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AIOrCondition(AICondition *, AICondition *);
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bool fireCondition() override;
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};
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/////////////////////////////////////////////
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//
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// AITimerCondition
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class AITimerCondition : public AICondition {
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public:
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AITimerCondition(const TimeValue, const TimeScale, const bool);
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void startTimer();
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void stopTimer();
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bool fireCondition() override;
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void writeAICondition(Common::WriteStream *) override;
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void readAICondition(Common::ReadStream *) override;
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protected:
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void fire();
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FuseFunction _timerFuse;
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bool _fired;
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};
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/////////////////////////////////////////////
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//
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// AILocationCondition
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class AILocationCondition : public AICondition {
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public:
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AILocationCondition(uint32);
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~AILocationCondition() override;
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void addLocation(RoomViewID);
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bool fireCondition() override;
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void writeAICondition(Common::WriteStream *) override;
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void readAICondition(Common::ReadStream *) override;
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protected:
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uint32 _numLocations, _maxLocations;
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RoomViewID *_locations;
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};
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/////////////////////////////////////////////
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//
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// AIDoorOpenedCondition
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class AIDoorOpenedCondition : public AICondition {
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public:
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AIDoorOpenedCondition(RoomViewID);
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~AIDoorOpenedCondition() override {}
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bool fireCondition() override;
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protected:
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RoomViewID _doorLocation;
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};
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/////////////////////////////////////////////
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//
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// AIHasItemCondition
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class AIHasItemCondition : public AICondition {
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public:
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AIHasItemCondition(const ItemID);
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bool fireCondition() override;
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protected:
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ItemID _item;
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};
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/////////////////////////////////////////////
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//
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// AIDoesntHaveItemCondition
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class AIDoesntHaveItemCondition : public AICondition {
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public:
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AIDoesntHaveItemCondition(const ItemID);
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bool fireCondition() override;
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protected:
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ItemID _item;
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};
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/////////////////////////////////////////////
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//
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// AICurrentItemCondition
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class AICurrentItemCondition : public AICondition {
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public:
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AICurrentItemCondition(const ItemID);
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bool fireCondition() override;
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protected:
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ItemID _item;
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};
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/////////////////////////////////////////////
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//
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// AICurrentBiochipCondition
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class AICurrentBiochipCondition : public AICondition {
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public:
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AICurrentBiochipCondition(const ItemID);
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bool fireCondition() override;
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protected:
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ItemID _biochip;
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};
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/////////////////////////////////////////////
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//
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// AIItemStateCondition
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class AIItemStateCondition : public AICondition {
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public:
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AIItemStateCondition(const ItemID, const ItemState);
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bool fireCondition() override;
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protected:
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ItemID _item;
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ItemState _state;
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};
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/////////////////////////////////////////////
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//
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// AIEnergyMonitorCondition
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class AIEnergyMonitorCondition : public AICondition {
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public:
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AIEnergyMonitorCondition(const int32);
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bool fireCondition() override;
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protected:
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int32 _energyThreshold;
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};
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/////////////////////////////////////////////
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//
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// AILastExtraCondition
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class AILastExtraCondition : public AICondition {
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public:
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AILastExtraCondition(const ExtraID);
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bool fireCondition() override;
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protected:
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ExtraID _lastExtra;
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};
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/////////////////////////////////////////////
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//
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// Helper functions
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AICondition *makeLocationAndDoesntHaveItemCondition(const RoomID room, const DirectionConstant direction, const ItemID item);
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} // End of namespace Pegasus
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#endif
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